From f6ae27daef0e0a27e0c14ef3412161eec229c539 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 4 Mar 2012 04:35:12 +0000 Subject: style cleanup - comment spelling + translate some dutch. --- source/blender/blenkernel/intern/armature.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'source/blender/blenkernel/intern/armature.c') diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 263e90b6559..9bf8de4a2e1 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -1114,7 +1114,7 @@ void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4]) mult_m4_m4m4(outmat, inmat, obmat); } -/* Convert Wolrd-Space Location to Pose-Space Location +/* Convert World-Space Location to Pose-Space Location * NOTE: this cannot be used to convert to pose-space location of the supplied * pose-channel into its local space (i.e. 'visual'-keyframing) */ void armature_loc_world_to_pose(Object *ob, const float inloc[3], float outloc[3]) @@ -1901,7 +1901,7 @@ static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPos * proportion of the total length that each bone occupies */ for (i = 0; i < segcount; i++) { - /* 'head' joints, travelling towards the root of the chain + /* 'head' joints, traveling towards the root of the chain * - 2 methods; the one chosen depends on whether we've got usable lengths */ if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) { @@ -2078,14 +2078,14 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o float raxis[3], rangle; /* compute the raw rotation matrix from the bone's current matrix by extracting only the - * orientation-relevant axes, and normalising them + * orientation-relevant axes, and normalizing them */ copy_v3_v3(rmat[0], pchan->pose_mat[0]); copy_v3_v3(rmat[1], pchan->pose_mat[1]); copy_v3_v3(rmat[2], pchan->pose_mat[2]); normalize_m3(rmat); - /* also, normalise the orientation imposed by the bone, now that we've extracted the scale factor */ + /* also, normalize the orientation imposed by the bone, now that we've extracted the scale factor */ normalize_v3(splineVec); /* calculate smallest axis-angle rotation necessary for getting from the @@ -2255,7 +2255,7 @@ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4]) /* quats are normalised before use to eliminate scaling issues */ float quat[4]; - /* NOTE: we now don't normalise the stored values anymore, since this was kindof evil in some cases + /* NOTE: we now don't normalize the stored values anymore, since this was kindof evil in some cases * but if this proves to be too problematic, switch back to the old system of operating directly on * the stored copy */ -- cgit v1.2.3